MariENB FO4 3.1.0b
This commit is contained in:
parent
3ce76531c5
commit
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16 changed files with 715 additions and 483 deletions
366
enbseries.ini
366
enbseries.ini
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@ -22,18 +22,18 @@ GammaCurve=1.0
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[TIMEOFDAY]
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[TIMEOFDAY]
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DawnDuration=2.0
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DawnDuration=2.0
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SunriseTime=7.0
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SunriseTime=6.0
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DayTime=13.0
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DayTime=12.0
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SunsetTime=19.0
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SunsetTime=18.0
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DuskDuration=2.0
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DuskDuration=2.0
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NightTime=1.0
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NightTime=0.0
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[ADAPTATION]
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[ADAPTATION]
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AdaptationSensitivity=0.35
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AdaptationSensitivity=0.2
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AdaptationTime=2.2
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AdaptationTime=0.65
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ForceMinMaxValues=false
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ForceMinMaxValues=false
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AdaptationMin=0.0
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AdaptationMin=0.0
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AdaptationMax=1.0
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AdaptationMax=0.25
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[DEPTHOFFIELD]
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[DEPTHOFFIELD]
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FocusingTime=0.4
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FocusingTime=0.4
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@ -64,116 +64,116 @@ AmountInteriorNight=1.0
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[SKY]
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[SKY]
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IgnoreWeatherSystem=true
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IgnoreWeatherSystem=true
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Enable=true
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Enable=true
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GradientIntensityDawn=0.91
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GradientIntensityDawn=1.17
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GradientIntensitySunrise=0.97
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GradientIntensitySunrise=1.11
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GradientIntensityDay=1.01
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GradientIntensityDay=1.15
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GradientIntensitySunset=0.970001
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GradientIntensitySunset=1.110001
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GradientIntensityDusk=0.930001
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GradientIntensityDusk=1.160001
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GradientIntensityNight=0.940001
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GradientIntensityNight=1.140001
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GradientIntensityInteriorDay=1.02
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GradientIntensityInteriorDay=1.12
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GradientIntensityInteriorNight=0.9
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GradientIntensityInteriorNight=1.14
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GradientDesaturationDawn=0.0
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GradientDesaturationDawn=0.65
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GradientDesaturationSunrise=0.0
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GradientDesaturationSunrise=0.5
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GradientDesaturationDay=0.0
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GradientDesaturationDay=0.38
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GradientDesaturationSunset=0.0
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GradientDesaturationSunset=0.51
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GradientDesaturationDusk=0.0
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GradientDesaturationDusk=0.63
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GradientDesaturationNight=0.0
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GradientDesaturationNight=0.49
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GradientDesaturationInteriorDay=0.0
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GradientDesaturationInteriorDay=0.22
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GradientDesaturationInteriorNight=0.0
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GradientDesaturationInteriorNight=0.42
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GradientTopIntensityDawn=0.59
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GradientTopIntensityDawn=0.59
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GradientTopIntensitySunrise=0.77
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GradientTopIntensitySunrise=0.74
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GradientTopIntensityDay=0.980001
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GradientTopIntensityDay=0.920001
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GradientTopIntensitySunset=0.78
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GradientTopIntensitySunset=0.72
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GradientTopIntensityDusk=0.52
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GradientTopIntensityDusk=0.52
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GradientTopIntensityNight=0.43
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GradientTopIntensityNight=0.43
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GradientTopIntensityInteriorDay=0.97
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GradientTopIntensityInteriorDay=0.97
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GradientTopIntensityInteriorNight=0.97
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GradientTopIntensityInteriorNight=0.48
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GradientTopCurveDawn=0.87
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GradientTopCurveDawn=0.87
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GradientTopCurveSunrise=0.82
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GradientTopCurveSunrise=0.82
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GradientTopCurveDay=0.95
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GradientTopCurveDay=0.97
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GradientTopCurveSunset=0.88
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GradientTopCurveSunset=0.88
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GradientTopCurveDusk=0.86
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GradientTopCurveDusk=0.86
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GradientTopCurveNight=0.89
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GradientTopCurveNight=0.89
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GradientTopCurveInteriorDay=0.98
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GradientTopCurveInteriorDay=0.98
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GradientTopCurveInteriorNight=0.67
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GradientTopCurveInteriorNight=0.82
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GradientTopColorFilterDawn=0.984, 0.757, 0.925
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GradientTopColorFilterDawn=0.886, 0.773, 0.969
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GradientTopColorFilterSunrise=0.973, 0.765, 0.706
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GradientTopColorFilterSunrise=0.812, 0.859, 0.953
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GradientTopColorFilterDay=0.969, 0.871, 0.812
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GradientTopColorFilterDay=0.941, 0.992, 0.996
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GradientTopColorFilterSunset=0.961, 0.702, 0.663
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GradientTopColorFilterSunset=0.839, 0.875, 0.949
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GradientTopColorFilterDusk=0.969, 0.812, 0.878
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GradientTopColorFilterDusk=0.902, 0.824, 0.965
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GradientTopColorFilterNight=0.816, 0.8, 0.839
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GradientTopColorFilterNight=0.867, 0.753, 0.886
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GradientTopColorFilterInteriorDay=0.996, 0.886, 0.808
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GradientTopColorFilterInteriorDay=0.949, 0.996, 0.992
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GradientTopColorFilterInteriorNight=0.871, 0.843, 0.898
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GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
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GradientMiddleIntensityDawn=0.71
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GradientMiddleIntensityDawn=1.1
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GradientMiddleIntensitySunrise=0.8
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GradientMiddleIntensitySunrise=1.13
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GradientMiddleIntensityDay=1.11
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GradientMiddleIntensityDay=1.18
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GradientMiddleIntensitySunset=0.94
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GradientMiddleIntensitySunset=1.13
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GradientMiddleIntensityDusk=0.73
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GradientMiddleIntensityDusk=1.11
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GradientMiddleIntensityNight=0.9
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GradientMiddleIntensityNight=1.09
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GradientMiddleIntensityInteriorDay=1.1
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GradientMiddleIntensityInteriorDay=1.1
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GradientMiddleIntensityInteriorNight=0.54
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GradientMiddleIntensityInteriorNight=1.09
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GradientMiddleCurveDawn=0.86
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GradientMiddleCurveDawn=0.86
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GradientMiddleCurveSunrise=0.89
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GradientMiddleCurveSunrise=0.85
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GradientMiddleCurveDay=0.83
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GradientMiddleCurveDay=0.72
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GradientMiddleCurveSunset=0.85
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GradientMiddleCurveSunset=0.85
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GradientMiddleCurveDusk=0.8
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GradientMiddleCurveDusk=0.8
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GradientMiddleCurveNight=0.93
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GradientMiddleCurveNight=0.91
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GradientMiddleCurveInteriorDay=0.89
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GradientMiddleCurveInteriorDay=0.74
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GradientMiddleCurveInteriorNight=0.64
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GradientMiddleCurveInteriorNight=0.92
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GradientMiddleColorFilterDawn=0.929, 0.812, 0.922
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GradientMiddleColorFilterDawn=0.78, 0.753, 0.988
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GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745
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GradientMiddleColorFilterSunrise=0.729, 0.843, 0.988
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GradientMiddleColorFilterDay=0.953, 0.882, 0.851
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GradientMiddleColorFilterDay=0.847, 0.914, 0.957
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GradientMiddleColorFilterSunset=0.969, 0.831, 0.788
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GradientMiddleColorFilterSunset=0.792, 0.835, 0.973
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GradientMiddleColorFilterDusk=0.937, 0.741, 0.827
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GradientMiddleColorFilterDusk=0.733, 0.741, 0.984
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GradientMiddleColorFilterNight=0.922, 0.898, 0.953
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GradientMiddleColorFilterNight=0.871, 0.929, 0.996
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GradientMiddleColorFilterInteriorDay=1, 0.867, 0.788
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GradientMiddleColorFilterInteriorDay=0.82, 0.878, 0.969
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GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
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GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
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GradientHorizonIntensityDawn=1.21
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GradientHorizonIntensityDawn=1.11
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GradientHorizonIntensitySunrise=1.17
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GradientHorizonIntensitySunrise=1.07
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GradientHorizonIntensityDay=1.060001
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GradientHorizonIntensityDay=1.050001
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GradientHorizonIntensitySunset=1.18
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GradientHorizonIntensitySunset=1.08
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GradientHorizonIntensityDusk=1.21
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GradientHorizonIntensityDusk=1.1
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GradientHorizonIntensityNight=1.09
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GradientHorizonIntensityNight=1.03
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GradientHorizonIntensityInteriorDay=1.1
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GradientHorizonIntensityInteriorDay=1.03
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GradientHorizonIntensityInteriorNight=1.39
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GradientHorizonIntensityInteriorNight=1.1
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GradientHorizonCurveDawn=0.43
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GradientHorizonCurveDawn=0.93
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GradientHorizonCurveSunrise=0.57
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GradientHorizonCurveSunrise=0.95
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GradientHorizonCurveDay=0.94
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GradientHorizonCurveDay=0.92
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GradientHorizonCurveSunset=0.47
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GradientHorizonCurveSunset=0.94
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GradientHorizonCurveDusk=0.51
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GradientHorizonCurveDusk=0.92
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GradientHorizonCurveNight=0.88
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GradientHorizonCurveNight=0.97
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GradientHorizonCurveInteriorDay=0.86
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GradientHorizonCurveInteriorDay=0.9
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GradientHorizonCurveInteriorNight=0.65
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GradientHorizonCurveInteriorNight=0.98
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GradientHorizonColorFilterDawn=0.878, 0.8, 0.82
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GradientHorizonColorFilterDawn=0.757, 0.792, 0.882
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GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639
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GradientHorizonColorFilterSunrise=0.875, 0.929, 0.992
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GradientHorizonColorFilterDay=0.98, 0.898, 0.863
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GradientHorizonColorFilterDay=0.89, 0.984, 0.961
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GradientHorizonColorFilterSunset=0.914, 0.737, 0.647
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GradientHorizonColorFilterSunset=0.784, 0.851, 0.949
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GradientHorizonColorFilterDusk=0.953, 0.882, 0.875
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GradientHorizonColorFilterDusk=0.882, 0.89, 0.953
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GradientHorizonColorFilterNight=0.812, 0.835, 0.882
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GradientHorizonColorFilterNight=0.773, 0.827, 0.929
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GradientHorizonColorFilterInteriorDay=0.988, 0.831, 0.753
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GradientHorizonColorFilterInteriorDay=0.788, 0.91, 0.953
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GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
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GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
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CloudsIntensityDawn=0.78
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CloudsIntensityDawn=0.51
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CloudsIntensitySunrise=0.7
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CloudsIntensitySunrise=0.680001
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CloudsIntensityDay=0.910001
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CloudsIntensityDay=0.880001
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CloudsIntensitySunset=0.610001
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CloudsIntensitySunset=0.670001
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CloudsIntensityDusk=0.760001
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CloudsIntensityDusk=0.490001
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CloudsIntensityNight=0.850001
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CloudsIntensityNight=0.330001
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorNight=0.04
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CloudsIntensityInteriorNight=0.28
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CloudsCurveDawn=1.37
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CloudsCurveDawn=1.06
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CloudsCurveSunrise=1.18
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CloudsCurveSunrise=1.04
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CloudsCurveDay=0.79
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CloudsCurveDay=1.01
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CloudsCurveSunset=1.15
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CloudsCurveSunset=1.05
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CloudsCurveDusk=1.23
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CloudsCurveDusk=1.06
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CloudsCurveNight=1.07
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CloudsCurveNight=1.07
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CloudsCurveInteriorDay=1.31
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CloudsCurveInteriorDay=1.01
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CloudsCurveInteriorNight=2.39
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CloudsCurveInteriorNight=1.08
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CloudsDesaturationDawn=0.34
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CloudsDesaturationDawn=0.34
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CloudsDesaturationSunrise=0.17
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CloudsDesaturationSunrise=0.15
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CloudsDesaturationDay=0.09
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CloudsDesaturationDay=0.09
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CloudsDesaturationSunset=0.21
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CloudsDesaturationSunset=0.21
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CloudsDesaturationDusk=0.39
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CloudsDesaturationDusk=0.39
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@ -181,30 +181,30 @@ CloudsDesaturationNight=0.16
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CloudsDesaturationInteriorDay=0.14
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CloudsDesaturationInteriorDay=0.14
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CloudsDesaturationInteriorNight=0.16
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CloudsDesaturationInteriorNight=0.16
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CloudsOpacityDawn=1.13
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CloudsOpacityDawn=1.13
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CloudsOpacitySunrise=0.98
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CloudsOpacitySunrise=1.11
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CloudsOpacityDay=0.75
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CloudsOpacityDay=1.04
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CloudsOpacitySunset=0.96
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CloudsOpacitySunset=1.11
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CloudsOpacityDusk=1.19
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CloudsOpacityDusk=1.19
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CloudsOpacityNight=1.11
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CloudsOpacityNight=1.11
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CloudsOpacityInteriorDay=1.0
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CloudsOpacityInteriorDay=1.05
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CloudsOpacityInteriorNight=1.0
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CloudsOpacityInteriorNight=1.15
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CloudsColorFilterDawn=0.996, 0.816, 0.816
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CloudsColorFilterDawn=0.89, 0.816, 0.996
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CloudsColorFilterSunrise=0.992, 0.835, 0.718
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CloudsColorFilterSunrise=0.733, 0.761, 0.969
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CloudsColorFilterDay=0.996, 0.918, 0.855
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CloudsColorFilterDay=0.855, 0.929, 0.996
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CloudsColorFilterSunset=0.984, 0.737, 0.545
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CloudsColorFilterSunset=0.804, 0.89, 0.992
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CloudsColorFilterDusk=0.965, 0.729, 0.729
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CloudsColorFilterDusk=0.796, 0.773, 0.929
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CloudsColorFilterNight=0.953, 0.925, 0.98
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CloudsColorFilterNight=0.953, 0.925, 0.98
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CloudsColorFilterInteriorDay=0.953, 0.835, 0.718
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CloudsColorFilterInteriorDay=0.757, 0.875, 0.914
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CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
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CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
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SunIntensityDawn=4.0
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SunIntensityDawn=8.0
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SunIntensitySunrise=6.0
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SunIntensitySunrise=12.0
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SunIntensityDay=5.0
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SunIntensityDay=10.0
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SunIntensitySunset=6.0
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SunIntensitySunset=12.0
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SunIntensityDusk=4.0
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SunIntensityDusk=8.0
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SunIntensityNight=3.0
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SunIntensityNight=6.0
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SunIntensityInteriorDay=5.0
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SunIntensityInteriorDay=10.0
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SunIntensityInteriorNight=3.0
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SunIntensityInteriorNight=6.0
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SunDesaturationDawn=0.0
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SunDesaturationDawn=0.0
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SunDesaturationSunrise=0.0
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SunDesaturationSunrise=0.0
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SunDesaturationDay=0.0
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SunDesaturationDay=0.0
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@ -213,14 +213,14 @@ SunDesaturationDusk=0.0
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SunDesaturationNight=0.0
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SunDesaturationNight=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorNight=0.0
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SunDesaturationInteriorNight=0.0
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SunColorFilterDawn=0.953, 0.098, 0.0353
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SunColorFilterDawn=0.988, 0.333, 0.149
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SunColorFilterSunrise=0.98, 0.455, 0.322
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SunColorFilterSunrise=0.992, 0.58, 0.388
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SunColorFilterDay=1, 0.647, 0.38
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SunColorFilterDay=1, 0.831, 0.71
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SunColorFilterSunset=0.969, 0.471, 0.38
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SunColorFilterSunset=0.988, 0.58, 0.29
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SunColorFilterDusk=0.969, 0.161, 0.161
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SunColorFilterDusk=0.949, 0.349, 0.18
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SunColorFilterNight=0.839, 0.0275, 0.0157
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SunColorFilterNight=0.714, 0, 0
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SunColorFilterInteriorDay=0.988, 0.627, 0.369
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SunColorFilterInteriorDay=0.996, 0.827, 0.706
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SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
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SunColorFilterInteriorNight=0.694, 0.0392, 0.00392
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MoonIntensityDawn=1.77
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MoonIntensityDawn=1.77
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MoonIntensitySunrise=1.39
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MoonIntensitySunrise=1.39
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@ -248,49 +248,91 @@ MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=0.314, 0.431, 0.957
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MoonColorFilterInteriorNight=0.314, 0.431, 0.957
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[ENVIRONMENT]
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=1.86
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DirectLightingIntensityDawn=2.45
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DirectLightingIntensitySunrise=1.52
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DirectLightingIntensitySunrise=2.85
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DirectLightingIntensityDay=1.14
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DirectLightingIntensityDay=3.64
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DirectLightingIntensitySunset=1.58
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DirectLightingIntensitySunset=2.75
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DirectLightingIntensityDusk=1.95
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DirectLightingIntensityDusk=2.31
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DirectLightingIntensityNight=2.53
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DirectLightingIntensityNight=1.98
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DirectLightingIntensityInteriorDay=1.16
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DirectLightingIntensityInteriorDay=3.85
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DirectLightingIntensityInteriorNight=2.61
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DirectLightingIntensityInteriorNight=2.12
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DirectLightingDesaturationDawn=0.0
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DirectLightingDesaturationDawn=0.16
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DirectLightingDesaturationSunrise=0.0
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DirectLightingDesaturationSunrise=0.25
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DirectLightingDesaturationDay=0.0
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DirectLightingDesaturationDay=0.33
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DirectLightingDesaturationSunset=0.0
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DirectLightingDesaturationSunset=0.18
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DirectLightingDesaturationDusk=0.0
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DirectLightingDesaturationDusk=0.14
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DirectLightingDesaturationNight=0.0
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DirectLightingDesaturationNight=0.08
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DirectLightingDesaturationInteriorDay=0.0
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DirectLightingDesaturationInteriorDay=0.31
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DirectLightingDesaturationInteriorNight=0.0
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DirectLightingDesaturationInteriorNight=0.07
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DirectLightingColorFilterDawn=0.937, 0.812, 0.914
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DirectLightingColorFilterDawn=0.988, 0.788, 0.761
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DirectLightingColorFilterSunrise=0.961, 0.851, 0.757
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DirectLightingColorFilterSunrise=0.992, 0.741, 0.843
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DirectLightingColorFilterDay=0.984, 0.945, 0.867
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DirectLightingColorFilterDay=0.902, 0.91, 0.98
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DirectLightingColorFilterSunset=0.988, 0.871, 0.8
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DirectLightingColorFilterSunset=0.984, 0.804, 0.871
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DirectLightingColorFilterDusk=0.937, 0.851, 0.863
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DirectLightingColorFilterDusk=0.98, 0.78, 0.745
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DirectLightingColorFilterNight=0.722, 0.706, 0.976
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DirectLightingColorFilterNight=0.722, 0.71, 0.976
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DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698
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DirectLightingColorFilterInteriorDay=0.941, 0.957, 0.98
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DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
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DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
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AmbientLightingIntensityDawn=0.7
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AmbientLightingIntensityDawn=0.52
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AmbientLightingIntensitySunrise=0.83
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AmbientLightingIntensitySunrise=0.61
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AmbientLightingIntensityDay=0.95
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AmbientLightingIntensityDay=0.85
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AmbientLightingIntensitySunset=0.81
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AmbientLightingIntensitySunset=0.62
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AmbientLightingIntensityDusk=0.75
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AmbientLightingIntensityDusk=0.55
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AmbientLightingIntensityNight=0.65
|
AmbientLightingIntensityNight=0.45
|
||||||
AmbientLightingIntensityInteriorDay=0.84
|
AmbientLightingIntensityInteriorDay=0.51
|
||||||
AmbientLightingIntensityInteriorNight=0.66
|
AmbientLightingIntensityInteriorNight=0.35
|
||||||
[SSAO_SSIL]
|
[SSAO_SSIL]
|
||||||
UseIndirectLighting=true
|
UseIndirectLighting=true
|
||||||
ResolutionScale=0.5
|
ResolutionScale=1.0
|
||||||
SourceTexturesScale=0.5
|
SourceTexturesScale=0.5
|
||||||
SamplingQuality=1
|
SamplingQuality=0
|
||||||
SamplingRange=0.3
|
SamplingRange=0.15
|
||||||
AOIntensity=1.65
|
AOIntensity=1.0
|
||||||
AOIntensityInterior=1.35
|
AOIntensityInterior=1.0
|
||||||
AOAmount=1.2
|
AOAmount=0.5
|
||||||
AOAmountInterior=1.15
|
AOAmountInterior=0.5
|
||||||
ILAmount=2.4
|
ILAmount=4.0
|
||||||
ILAmountInterior=2.6
|
ILAmountInterior=4.0
|
||||||
AOMixingType=0
|
AOMixingType=0
|
||||||
AOMixingTypeInterior=0
|
AOMixingTypeInterior=0
|
||||||
|
[FOG]
|
||||||
|
IgnoreWeatherSystem=true
|
||||||
|
DistanceFadeDawn=1.0
|
||||||
|
DistanceFadeSunrise=1.0
|
||||||
|
DistanceFadeDay=1.0
|
||||||
|
DistanceFadeSunset=1.0
|
||||||
|
DistanceFadeDusk=1.0
|
||||||
|
DistanceFadeNight=1.0
|
||||||
|
DistanceFadeInteriorDay=1.0
|
||||||
|
DistanceFadeInteriorNight=1.0
|
||||||
|
VerticalFadeDawn=1.0
|
||||||
|
VerticalFadeSunrise=1.0
|
||||||
|
VerticalFadeDay=1.0
|
||||||
|
VerticalFadeSunset=1.0
|
||||||
|
VerticalFadeDusk=1.0
|
||||||
|
VerticalFadeNight=1.0
|
||||||
|
VerticalFadeInteriorDay=1.0
|
||||||
|
VerticalFadeInteriorNight=1.0
|
||||||
|
SunIntensityDawn=1.0
|
||||||
|
SunIntensitySunrise=1.0
|
||||||
|
SunIntensityDay=1.0
|
||||||
|
SunIntensitySunset=1.0
|
||||||
|
SunIntensityDusk=1.0
|
||||||
|
SunIntensityNight=1.0
|
||||||
|
SunIntensityInteriorDay=1.0
|
||||||
|
SunIntensityInteriorNight=1.0
|
||||||
|
SunDesaturationDawn=0.0
|
||||||
|
SunDesaturationSunrise=0.0
|
||||||
|
SunDesaturationDay=0.0
|
||||||
|
SunDesaturationSunset=0.0
|
||||||
|
SunDesaturationDusk=0.0
|
||||||
|
SunDesaturationNight=0.0
|
||||||
|
SunDesaturationInteriorDay=0.0
|
||||||
|
SunDesaturationInteriorNight=0.0
|
||||||
|
SunColorFilterDawn=1, 1, 1
|
||||||
|
SunColorFilterSunrise=1, 1, 1
|
||||||
|
SunColorFilterDay=1, 1, 1
|
||||||
|
SunColorFilterSunset=1, 1, 1
|
||||||
|
SunColorFilterDusk=1, 1, 1
|
||||||
|
SunColorFilterNight=1, 1, 1
|
||||||
|
SunColorFilterInteriorDay=1, 1, 1
|
||||||
|
SunColorFilterInteriorNight=1, 1, 1
|
||||||
|
|
|
||||||
1
enbseries/VERSION
Normal file
1
enbseries/VERSION
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
3.1.0 BETA "Stay FROSTy"
|
||||||
|
|
@ -226,3 +226,44 @@ AmbientLightingIntensityDusk=1.0
|
||||||
AmbientLightingIntensityNight=1.0
|
AmbientLightingIntensityNight=1.0
|
||||||
AmbientLightingIntensityInteriorDay=1.0
|
AmbientLightingIntensityInteriorDay=1.0
|
||||||
AmbientLightingIntensityInteriorNight=1.0
|
AmbientLightingIntensityInteriorNight=1.0
|
||||||
|
[FOG]
|
||||||
|
DistanceFadeDawn=1.0
|
||||||
|
DistanceFadeSunrise=1.0
|
||||||
|
DistanceFadeDay=1.0
|
||||||
|
DistanceFadeSunset=1.0
|
||||||
|
DistanceFadeDusk=1.0
|
||||||
|
DistanceFadeNight=1.0
|
||||||
|
DistanceFadeInteriorDay=1.0
|
||||||
|
DistanceFadeInteriorNight=1.0
|
||||||
|
VerticalFadeDawn=1.0
|
||||||
|
VerticalFadeSunrise=1.0
|
||||||
|
VerticalFadeDay=1.0
|
||||||
|
VerticalFadeSunset=1.0
|
||||||
|
VerticalFadeDusk=1.0
|
||||||
|
VerticalFadeNight=1.0
|
||||||
|
VerticalFadeInteriorDay=1.0
|
||||||
|
VerticalFadeInteriorNight=1.0
|
||||||
|
SunIntensityDawn=1.0
|
||||||
|
SunIntensitySunrise=1.0
|
||||||
|
SunIntensityDay=1.0
|
||||||
|
SunIntensitySunset=1.0
|
||||||
|
SunIntensityDusk=1.0
|
||||||
|
SunIntensityNight=1.0
|
||||||
|
SunIntensityInteriorDay=1.0
|
||||||
|
SunIntensityInteriorNight=1.0
|
||||||
|
SunDesaturationDawn=0.0
|
||||||
|
SunDesaturationSunrise=0.0
|
||||||
|
SunDesaturationDay=0.0
|
||||||
|
SunDesaturationSunset=0.0
|
||||||
|
SunDesaturationDusk=0.0
|
||||||
|
SunDesaturationNight=0.0
|
||||||
|
SunDesaturationInteriorDay=0.0
|
||||||
|
SunDesaturationInteriorNight=0.0
|
||||||
|
SunColorFilterDawn=1, 1, 1
|
||||||
|
SunColorFilterSunrise=1, 1, 1
|
||||||
|
SunColorFilterDay=1, 1, 1
|
||||||
|
SunColorFilterSunset=1, 1, 1
|
||||||
|
SunColorFilterDusk=1, 1, 1
|
||||||
|
SunColorFilterNight=1, 1, 1
|
||||||
|
SunColorFilterInteriorDay=1, 1, 1
|
||||||
|
SunColorFilterInteriorNight=1, 1, 1
|
||||||
|
|
|
||||||
|
|
@ -226,3 +226,44 @@ AmbientLightingIntensityDusk=1.0
|
||||||
AmbientLightingIntensityNight=1.0
|
AmbientLightingIntensityNight=1.0
|
||||||
AmbientLightingIntensityInteriorDay=1.0
|
AmbientLightingIntensityInteriorDay=1.0
|
||||||
AmbientLightingIntensityInteriorNight=1.0
|
AmbientLightingIntensityInteriorNight=1.0
|
||||||
|
[FOG]
|
||||||
|
DistanceFadeDawn=1.0
|
||||||
|
DistanceFadeSunrise=1.0
|
||||||
|
DistanceFadeDay=1.0
|
||||||
|
DistanceFadeSunset=1.0
|
||||||
|
DistanceFadeDusk=1.0
|
||||||
|
DistanceFadeNight=1.0
|
||||||
|
DistanceFadeInteriorDay=1.0
|
||||||
|
DistanceFadeInteriorNight=1.0
|
||||||
|
VerticalFadeDawn=1.0
|
||||||
|
VerticalFadeSunrise=1.0
|
||||||
|
VerticalFadeDay=1.0
|
||||||
|
VerticalFadeSunset=1.0
|
||||||
|
VerticalFadeDusk=1.0
|
||||||
|
VerticalFadeNight=1.0
|
||||||
|
VerticalFadeInteriorDay=1.0
|
||||||
|
VerticalFadeInteriorNight=1.0
|
||||||
|
SunIntensityDawn=1.0
|
||||||
|
SunIntensitySunrise=1.0
|
||||||
|
SunIntensityDay=1.0
|
||||||
|
SunIntensitySunset=1.0
|
||||||
|
SunIntensityDusk=1.0
|
||||||
|
SunIntensityNight=1.0
|
||||||
|
SunIntensityInteriorDay=1.0
|
||||||
|
SunIntensityInteriorNight=1.0
|
||||||
|
SunDesaturationDawn=0.0
|
||||||
|
SunDesaturationSunrise=0.0
|
||||||
|
SunDesaturationDay=0.0
|
||||||
|
SunDesaturationSunset=0.0
|
||||||
|
SunDesaturationDusk=0.0
|
||||||
|
SunDesaturationNight=0.0
|
||||||
|
SunDesaturationInteriorDay=0.0
|
||||||
|
SunDesaturationInteriorNight=0.0
|
||||||
|
SunColorFilterDawn=1, 1, 1
|
||||||
|
SunColorFilterSunrise=1, 1, 1
|
||||||
|
SunColorFilterDay=1, 1, 1
|
||||||
|
SunColorFilterSunset=1, 1, 1
|
||||||
|
SunColorFilterDusk=1, 1, 1
|
||||||
|
SunColorFilterNight=1, 1, 1
|
||||||
|
SunColorFilterInteriorDay=1, 1, 1
|
||||||
|
SunColorFilterInteriorNight=1, 1, 1
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,7 @@ FileName=_hotweather.ini
|
||||||
WeatherIDs=15e, 2b52a, a1588, f1033, ff98f, 1256fb, 12a18e, 1a6994, 1bd481, 1c3d5e, 1d670e, 1eb2ff, 1f61fd, 211221, 216a98, 21a563, 21a564, 222394, 2385fd, 2392a3, 2392a4, 2392a6, 23ab9c, 2486a4, 74c6, 247b6, 45f6f, 56638
|
WeatherIDs=15e, 2b52a, a1588, f1033, ff98f, 1256fb, 12a18e, 1a6994, 1bd481, 1c3d5e, 1d670e, 1eb2ff, 1f61fd, 211221, 216a98, 21a563, 21a564, 222394, 2385fd, 2392a3, 2392a4, 2392a6, 23ab9c, 2486a4, 74c6, 247b6, 45f6f, 56638
|
||||||
[WEATHER002]
|
[WEATHER002]
|
||||||
FileName=_coldweather.ini
|
FileName=_coldweather.ini
|
||||||
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4, 859, 85a, 862, 864, 865
|
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4
|
||||||
[WEATHER003]
|
[WEATHER003]
|
||||||
FileName=
|
FileName=
|
||||||
[WEATHER004]
|
[WEATHER004]
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
enbadaptation.fx : MariENB3 eye adaptation shader.
|
enbadaptation.fx : MariENB3 eye adaptation shader.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
enbbloom.fx : MariENB3 bloom shader.
|
enbbloom.fx : MariENB3 bloom shader.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
|
@ -107,6 +107,13 @@ float bloomradiusy
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
|
float bloomtheta
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Angle";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
float UIMax = 1.0;
|
||||||
|
> = {0.0};
|
||||||
/* bloom tint/blueshift parameters */
|
/* bloom tint/blueshift parameters */
|
||||||
float3 blu_n
|
float3 blu_n
|
||||||
<
|
<
|
||||||
|
|
@ -313,7 +320,17 @@ float dirtmixs
|
||||||
string UIName = "Dirt Single Pass Blend";
|
string UIName = "Dirt Single Pass Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
|
float dirtsaturation
|
||||||
|
<
|
||||||
|
string UIName = "Dirt Saturation";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {1.0};
|
||||||
float ldirtpow
|
float ldirtpow
|
||||||
|
<
|
||||||
|
string UIName = "Dirt Texture Contrast";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {1.25};
|
||||||
|
float dirtpow
|
||||||
<
|
<
|
||||||
string UIName = "Dirt Contrast";
|
string UIName = "Dirt Contrast";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
|
|
@ -324,6 +341,7 @@ float ldirtfactor
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.5};
|
> = {1.5};
|
||||||
|
|
||||||
|
|
||||||
/* gaussian blur matrices */
|
/* gaussian blur matrices */
|
||||||
/* radius: 4, std dev: 1.5 */
|
/* radius: 4, std dev: 1.5 */
|
||||||
/*static const float gauss4[4] =
|
/*static const float gauss4[4] =
|
||||||
|
|
@ -337,7 +355,7 @@ static const float gauss8[8] =
|
||||||
0.055335, 0.033562, 0.018216, 0.008847
|
0.055335, 0.033562, 0.018216, 0.008847
|
||||||
};
|
};
|
||||||
/* radius: 40, std dev: 15 */
|
/* radius: 40, std dev: 15 */
|
||||||
static const float gauss40[40] =
|
/*static const float gauss40[40] =
|
||||||
{
|
{
|
||||||
0.026823, 0.026763, 0.026585, 0.026291,
|
0.026823, 0.026763, 0.026585, 0.026291,
|
||||||
0.025886, 0.025373, 0.024760, 0.024055,
|
0.025886, 0.025373, 0.024760, 0.024055,
|
||||||
|
|
@ -349,9 +367,9 @@ static const float gauss40[40] =
|
||||||
0.004697, 0.004139, 0.003630, 0.003170,
|
0.004697, 0.004139, 0.003630, 0.003170,
|
||||||
0.002756, 0.002385, 0.002055, 0.001763,
|
0.002756, 0.002385, 0.002055, 0.001763,
|
||||||
0.001506, 0.001280, 0.001084, 0.000913
|
0.001506, 0.001280, 0.001084, 0.000913
|
||||||
};
|
};*/
|
||||||
/* radius: 80, std dev: 30 */
|
/* radius: 80, std dev: 30 */
|
||||||
/*static const float gauss80[80] =
|
static const float gauss80[80] =
|
||||||
{
|
{
|
||||||
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
|
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
|
||||||
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
|
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
|
||||||
|
|
@ -367,7 +385,9 @@ static const float gauss40[40] =
|
||||||
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
|
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
|
||||||
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
|
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
|
||||||
0.000456, 0.000418
|
0.000456, 0.000418
|
||||||
};*/
|
};
|
||||||
|
/* mathematical constants */
|
||||||
|
static const float pi = 3.1415926535898;
|
||||||
|
|
||||||
float4 ScreenSize;
|
float4 ScreenSize;
|
||||||
float ENightDayFactor;
|
float ENightDayFactor;
|
||||||
|
|
@ -498,7 +518,6 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Anamorphic bloom step. Secondary bloom stretched along an axis.
|
Anamorphic bloom step. Secondary bloom stretched along an axis.
|
||||||
Currently horizontal only, but directional options will be added eventually.
|
|
||||||
|
|
||||||
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
||||||
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
||||||
|
|
@ -515,11 +534,13 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
|
||||||
int i;
|
int i;
|
||||||
float sum = 0.0;
|
float sum = 0.0;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
[unroll] for ( i=-39; i<=39; i++ )
|
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
|
||||||
|
*flen/insz;
|
||||||
|
[unroll] for ( i=-79; i<=79; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+(float2(i,0.0)/insz)*flen;
|
pp = coord+dir*i;
|
||||||
res += gauss40[abs(i)]*intex.Sample(Sampler,pp);
|
res += gauss80[abs(i)]*intex.Sample(Sampler,pp);
|
||||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss40[abs(i)]:0.0;
|
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss80[abs(i)]:0.0;
|
||||||
}
|
}
|
||||||
res *= 1.0/sum;
|
res *= 1.0/sum;
|
||||||
float3 flu = tod_ind(flu);
|
float3 flu = tod_ind(flu);
|
||||||
|
|
@ -542,9 +563,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||||
int i;
|
int i;
|
||||||
float sum = 0.0;
|
float sum = 0.0;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
|
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
|
||||||
|
*bloomradiusx/insz;
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-7; i<=7; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+float2(i*bloomradiusx,0.0)/(insz*ScreenSize.z);
|
pp = coord+dir*i;
|
||||||
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
||||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
|
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
|
||||||
}
|
}
|
||||||
|
|
@ -566,9 +589,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||||
int i;
|
int i;
|
||||||
float sum = 0.0;
|
float sum = 0.0;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
|
float2 dir = float2(sin(bloomtheta*2*pi),-cos(bloomtheta*2*pi))
|
||||||
|
*bloomradiusy/insz;
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-7; i<=7; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+float2(0.0,i*bloomradiusy)/insz;
|
pp = coord+dir*i;
|
||||||
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
||||||
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
|
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
|
||||||
}
|
}
|
||||||
|
|
@ -611,7 +636,10 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
|
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
|
||||||
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
|
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
|
||||||
mud.rgb /= 6.0;
|
mud.rgb /= 6.0;
|
||||||
mud.rgb = clamp(mud.rgb,0.0,32768.0);
|
float3 hsv = rgb2hsv(mud.rgb);
|
||||||
|
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
|
||||||
|
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
|
||||||
|
mud.rgb = pow(mud.rgb,dirtpow);
|
||||||
float mudmax = luminance(mud.rgb);
|
float mudmax = luminance(mud.rgb);
|
||||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
||||||
|
|
@ -635,7 +663,10 @@ float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
#endif
|
#endif
|
||||||
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
|
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
|
||||||
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
|
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
|
||||||
mud.rgb = clamp(mud.rgb,0.0,32768.0);
|
mud.rgb = pow(mud.rgb,dirtpow);
|
||||||
|
float3 hsv = rgb2hsv(mud.rgb);
|
||||||
|
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
|
||||||
|
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
|
||||||
float mudmax = luminance(mud.rgb);
|
float mudmax = luminance(mud.rgb);
|
||||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
||||||
|
|
|
||||||
|
|
@ -1,17 +1,17 @@
|
||||||
[ENBBLOOM.FX]
|
[ENBBLOOM.FX]
|
||||||
TECHNIQUE=2
|
TECHNIQUE=1
|
||||||
Bloom Intensity Night=0.78
|
Bloom Intensity Night=0.69
|
||||||
Bloom Intensity Day=0.67
|
Bloom Intensity Day=0.57
|
||||||
Bloom Intensity Interior=0.8
|
Bloom Intensity Interior=0.61
|
||||||
Bloom Contrast Night=0.88
|
Bloom Contrast Night=1.0
|
||||||
Bloom Contrast Day=0.98
|
Bloom Contrast Day=1.02
|
||||||
Bloom Contrast Interior=0.84
|
Bloom Contrast Interior=1.02
|
||||||
Bloom Saturation Night=0.87
|
Bloom Saturation Night=1.05
|
||||||
Bloom Saturation Day=0.81
|
Bloom Saturation Day=1.03
|
||||||
Bloom Saturation Interior=0.79
|
Bloom Saturation Interior=1.04
|
||||||
Bloom Offset Night=-0.14
|
Bloom Offset Night=-0.05
|
||||||
Bloom Offset Day=-0.23
|
Bloom Offset Day=-0.09
|
||||||
Bloom Offset Interior=-0.09
|
Bloom Offset Interior=-0.07
|
||||||
Bloom Intensity Cap Night=1.0
|
Bloom Intensity Cap Night=1.0
|
||||||
Bloom Intensity Cap Day=1.0
|
Bloom Intensity Cap Day=1.0
|
||||||
Bloom Intensity Cap Interior=1.0
|
Bloom Intensity Cap Interior=1.0
|
||||||
|
|
@ -21,13 +21,13 @@ Blue Shift Day=0.22, 0.537, 0.855
|
||||||
Blue Shift Interior=0.337, 0.525, 0.878
|
Blue Shift Interior=0.337, 0.525, 0.878
|
||||||
Blue Shift Intensity Night=0.96
|
Blue Shift Intensity Night=0.96
|
||||||
Blue Shift Intensity Day=0.71
|
Blue Shift Intensity Day=0.71
|
||||||
Blue Shift Intensity Interior=0.88
|
Blue Shift Intensity Interior=0.97
|
||||||
Blue Shift Luminance Factor Per-pass=0.31
|
Blue Shift Luminance Factor Per-pass=0.31
|
||||||
Blue Shift Color Factor Per-pass=0.79
|
Blue Shift Color Factor Per-pass=0.79
|
||||||
Enable Anamorphic Bloom=true
|
Enable Anamorphic Bloom=true
|
||||||
Anamorphic Bloom Blend Night=0.95
|
Anamorphic Bloom Blend Night=0.57
|
||||||
Anamorphic Bloom Blend Day=0.7
|
Anamorphic Bloom Blend Day=0.44
|
||||||
Anamorphic Bloom Blend Interior=0.91
|
Anamorphic Bloom Blend Interior=0.47
|
||||||
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
|
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
|
||||||
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
|
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
|
||||||
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
|
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
|
||||||
|
|
@ -36,7 +36,7 @@ Anamorphic Bloom Blue Shift Intensity Day=1.59
|
||||||
Anamorphic Bloom Blue Shift Intensity Interior=1.86
|
Anamorphic Bloom Blue Shift Intensity Interior=1.86
|
||||||
Anamorphic Bloom Contrast Night=0.95
|
Anamorphic Bloom Contrast Night=0.95
|
||||||
Anamorphic Bloom Contrast Day=1.0
|
Anamorphic Bloom Contrast Day=1.0
|
||||||
Anamorphic Bloom Contrast Interior=0.92
|
Anamorphic Bloom Contrast Interior=0.82
|
||||||
Anamorphic Bloom Radius Multiplier=1.0
|
Anamorphic Bloom Radius Multiplier=1.0
|
||||||
Bloom Intensity Interior Night=1.33
|
Bloom Intensity Interior Night=1.33
|
||||||
Bloom Intensity Interior Day=1.26
|
Bloom Intensity Interior Day=1.26
|
||||||
|
|
@ -80,22 +80,25 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
|
||||||
Anamorphic Bloom Blue Shift Interior Day=1.86
|
Anamorphic Bloom Blue Shift Interior Day=1.86
|
||||||
Anamorphic Bloom Contrast Interior Night=1.12
|
Anamorphic Bloom Contrast Interior Night=1.12
|
||||||
Anamorphic Bloom Contrast Interior Day=1.22
|
Anamorphic Bloom Contrast Interior Day=1.22
|
||||||
Bloom Pass 1 Blend=0.18
|
Bloom Pass 1 Blend=0.34
|
||||||
Bloom Pass 2 Blend=0.32
|
Bloom Pass 2 Blend=0.59
|
||||||
Bloom Pass 3 Blend=0.45
|
Bloom Pass 3 Blend=0.71
|
||||||
Bloom Pass 4 Blend=0.63
|
Bloom Pass 4 Blend=0.79
|
||||||
Bloom Pass 5 Blend=0.84
|
Bloom Pass 5 Blend=0.88
|
||||||
Bloom Pass 6 Blend=0.98
|
Bloom Pass 6 Blend=0.94
|
||||||
Enable Lens Dirt=true
|
Enable Lens Dirt=true
|
||||||
Dirt Pass 1 Blend=0.03
|
Dirt Pass 1 Blend=0.08
|
||||||
Dirt Pass 2 Blend=0.12
|
Dirt Pass 2 Blend=0.25
|
||||||
Dirt Pass 3 Blend=0.24
|
Dirt Pass 3 Blend=0.54
|
||||||
Dirt Pass 4 Blend=0.4
|
Dirt Pass 4 Blend=1.09
|
||||||
Dirt Pass 5 Blend=0.67
|
Dirt Pass 5 Blend=2.71
|
||||||
Dirt Pass 6 Blend=5.15
|
Dirt Pass 6 Blend=5.68
|
||||||
Dirt Contrast=0.91
|
Dirt Contrast=1.519999
|
||||||
Dirt Factor=2.07
|
Dirt Factor=0.73
|
||||||
Bloom Blur Radius X=1.0
|
Bloom Blur Radius X=1.0
|
||||||
Bloom Blur Radius Y=1.0
|
Bloom Blur Radius Y=1.0
|
||||||
Bloom Single Pass Blend=0.53
|
Bloom Single Pass Blend=0.66
|
||||||
Dirt Single Pass Blend=1.13
|
Dirt Single Pass Blend=1.64
|
||||||
|
Dirt Saturation=0.73
|
||||||
|
Bloom Angle=0.0
|
||||||
|
Dirt Texture Contrast=0.72
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
enbdepthoffield.fx : MariENB3 prepass shaders.
|
enbdepthoffield.fx : MariENB3 prepass shaders.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
|
@ -565,23 +565,42 @@ bool dofdisable
|
||||||
string UIName = "Disable DOF";
|
string UIName = "Disable DOF";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float dofbfact
|
|
||||||
<
|
|
||||||
string UIName = "DOF Bilateral Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float dofbradius
|
|
||||||
<
|
|
||||||
string UIName = "DOF Bilateral Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float dofpradius
|
float dofpradius
|
||||||
<
|
<
|
||||||
string UIName = "DOF Gather Blur Radius";
|
string UIName = "DOF Blur Radius";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {6.0};
|
> = {6.0};
|
||||||
|
float dofpcha
|
||||||
|
<
|
||||||
|
string UIName = "DOF Blur Chromatic Aberration";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
/* tilting */
|
||||||
|
float doftiltxcenter
|
||||||
|
<
|
||||||
|
string UIName = "Focus Plane Horizontal Tilt Center";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
float UIMax = 1.0;
|
||||||
|
> = {0.5};
|
||||||
|
float doftiltycenter
|
||||||
|
<
|
||||||
|
string UIName = "Focus Plane Vertical Tilt Center";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
float UIMax = 1.0;
|
||||||
|
> = {0.5};
|
||||||
|
float doftiltx
|
||||||
|
<
|
||||||
|
string UIName = "Focus Plane Horizontal Tilt";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
float doftilty
|
||||||
|
<
|
||||||
|
string UIName = "Focus Plane Vertical Tilt";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
/* cheap performance option */
|
/* cheap performance option */
|
||||||
float dofminblur
|
float dofminblur
|
||||||
<
|
<
|
||||||
|
|
@ -768,16 +787,6 @@ bool ssaodebug
|
||||||
string UIName = "Debug SSAO";
|
string UIName = "Debug SSAO";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
bool ssaoquarter
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Use Less Samples";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
bool ssaohalfblur
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Blur Use Less Samples";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
|
|
||||||
/* mathematical constants */
|
/* mathematical constants */
|
||||||
static const float pi = 3.1415926535898;
|
static const float pi = 3.1415926535898;
|
||||||
|
|
@ -795,12 +804,6 @@ static const float3x3 GY =
|
||||||
0, 0, 0,
|
0, 0, 0,
|
||||||
-1,-2,-1
|
-1,-2,-1
|
||||||
};
|
};
|
||||||
/* radius: 8, std dev: 6 */
|
|
||||||
static const float gauss8[8] =
|
|
||||||
{
|
|
||||||
0.084247, 0.083085, 0.079694, 0.074348,
|
|
||||||
0.067460, 0.059533, 0.051099, 0.042657
|
|
||||||
};
|
|
||||||
/* radius: 16, std dev: 13 */
|
/* radius: 16, std dev: 13 */
|
||||||
static const float gauss16[16] =
|
static const float gauss16[16] =
|
||||||
{
|
{
|
||||||
|
|
@ -810,7 +813,7 @@ static const float gauss16[16] =
|
||||||
0.026131, 0.024268, 0.022405, 0.020563
|
0.026131, 0.024268, 0.022405, 0.020563
|
||||||
};
|
};
|
||||||
/* SSAO samples */
|
/* SSAO samples */
|
||||||
static const float3 ssao_samples_lq[16] =
|
static const float3 ssao_samples[16] =
|
||||||
{
|
{
|
||||||
float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
|
float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
|
||||||
float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
|
float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
|
||||||
|
|
@ -821,41 +824,6 @@ static const float3 ssao_samples_lq[16] =
|
||||||
float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
|
float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
|
||||||
float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
|
float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
|
||||||
};
|
};
|
||||||
static const float3 ssao_samples_hq[64] =
|
|
||||||
{
|
|
||||||
float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
|
|
||||||
float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
|
|
||||||
float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
|
|
||||||
float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
|
|
||||||
float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
|
|
||||||
float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
|
|
||||||
float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
|
|
||||||
float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
|
|
||||||
float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
|
|
||||||
float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
|
|
||||||
float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
|
|
||||||
float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
|
|
||||||
float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
|
|
||||||
float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
|
|
||||||
float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
|
|
||||||
float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
|
|
||||||
float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
|
|
||||||
float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
|
|
||||||
float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
|
|
||||||
float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
|
|
||||||
float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
|
|
||||||
float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
|
|
||||||
float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
|
|
||||||
float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
|
|
||||||
float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
|
|
||||||
float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
|
|
||||||
float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
|
|
||||||
float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
|
|
||||||
float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
|
|
||||||
float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
|
|
||||||
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
|
|
||||||
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
|
|
||||||
};
|
|
||||||
/* For high quality DOF */
|
/* For high quality DOF */
|
||||||
static const float2 poisson32[32] =
|
static const float2 poisson32[32] =
|
||||||
{
|
{
|
||||||
|
|
@ -1022,9 +990,9 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
float sdepth, so, delta;
|
float sdepth, so, delta;
|
||||||
float sclamp = ssaoclamp/100000.0;
|
float sclamp = ssaoclamp/100000.0;
|
||||||
float sclampmin = ssaoclampmin/100000.0;
|
float sclampmin = ssaoclampmin/100000.0;
|
||||||
if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
|
[unroll] for ( i=0; i<16; i++ )
|
||||||
{
|
{
|
||||||
sample = reflect(ssao_samples_lq[i],rnormal);
|
sample = reflect(ssao_samples[i],rnormal);
|
||||||
sample *= sign(dot(normal,sample));
|
sample *= sign(dot(normal,sample));
|
||||||
so = ldepth-sample.z*bof.x;
|
so = ldepth-sample.z*bof.x;
|
||||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
||||||
|
|
@ -1033,18 +1001,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
if ( (delta > sclampmin) && (delta < sclamp) )
|
if ( (delta > sclampmin) && (delta < sclamp) )
|
||||||
occ += 1.0-delta;
|
occ += 1.0-delta;
|
||||||
}
|
}
|
||||||
else [unroll] for ( i=0; i<64; i++ )
|
float uocc = saturate(occ/16.0);
|
||||||
{
|
|
||||||
sample = reflect(ssao_samples_hq[i],rnormal);
|
|
||||||
sample *= sign(dot(normal,sample));
|
|
||||||
so = ldepth-sample.z*bof.x;
|
|
||||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
|
||||||
delta = saturate(so-sdepth);
|
|
||||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
|
||||||
if ( (delta > sclampmin) && (delta < sclamp) )
|
|
||||||
occ += 1.0-delta;
|
|
||||||
}
|
|
||||||
float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
|
|
||||||
float fade = 1.0-depth;
|
float fade = 1.0-depth;
|
||||||
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
|
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
|
||||||
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
|
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
|
||||||
|
|
@ -1066,17 +1023,7 @@ float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
float res = 0.0;
|
float res = 0.0;
|
||||||
int i;
|
int i;
|
||||||
isd = TextureDepth.Sample(Sampler1,coord).x;
|
isd = TextureDepth.Sample(Sampler1,coord).x;
|
||||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-15; i<=15; i++ )
|
||||||
{
|
|
||||||
sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)
|
|
||||||
*bof).x;
|
|
||||||
}
|
|
||||||
else [unroll] for ( i=-15; i<=15; i++ )
|
|
||||||
{
|
{
|
||||||
sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x;
|
sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x;
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||||
|
|
@ -1100,17 +1047,7 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
float res = 0.0;
|
float res = 0.0;
|
||||||
int i;
|
int i;
|
||||||
isd = TextureDepth.Sample(Sampler1,coord).x;
|
isd = TextureDepth.Sample(Sampler1,coord).x;
|
||||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-15; i<=15; i++ )
|
||||||
{
|
|
||||||
sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)
|
|
||||||
*bof).x;
|
|
||||||
}
|
|
||||||
else [unroll] for ( i=-15; i<=15; i++ )
|
|
||||||
{
|
{
|
||||||
sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x;
|
sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x;
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||||
|
|
@ -1142,6 +1079,9 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
|
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
|
||||||
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||||
float foc = TextureFocus.Sample(Sampler1,coord).x;
|
float foc = TextureFocus.Sample(Sampler1,coord).x;
|
||||||
|
/* cheap tilt */
|
||||||
|
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
|
||||||
|
+0.01*doftilty*(doftiltycenter-coord.y);
|
||||||
float dfc = abs(dep-foc);
|
float dfc = abs(dep-foc);
|
||||||
float dff = abs(dep);
|
float dff = abs(dep);
|
||||||
float dfu = dff;
|
float dfu = dff;
|
||||||
|
|
@ -1342,7 +1282,8 @@ float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
mfocus[3] = 0.5*(mfocus[0]+mfocus[1]);
|
mfocus[3] = 0.5*(mfocus[0]+mfocus[1]);
|
||||||
else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]);
|
else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]);
|
||||||
if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3];
|
if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3];
|
||||||
else cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
|
else if ( (mfocus[3] > focuscenterdiscard) )
|
||||||
|
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
|
||||||
return cfocus;
|
return cfocus;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1374,8 +1315,14 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
float4 sc;
|
float4 sc;
|
||||||
[unroll] for ( int i=0; i<32; i++ )
|
[unroll] for ( int i=0; i<32; i++ )
|
||||||
{
|
{
|
||||||
sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
sc = float4(TextureColor.SampleLevel(Sampler1,coord
|
||||||
dfc*4.0);
|
+poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r,
|
||||||
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
|
+poisson32[i]*bsz,dfc*4.0).g,
|
||||||
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
|
+poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b,
|
||||||
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
|
+poisson32[i]*bsz,dfc*4.0).a);
|
||||||
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
||||||
0).x;
|
0).x;
|
||||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
|
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
|
||||||
|
|
@ -1386,64 +1333,88 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
}
|
}
|
||||||
res /= tw;
|
res /= tw;
|
||||||
return res;
|
return res;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/* simple gaussian / bilateral blur */
|
/* "bokeh" blur pass */
|
||||||
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
{
|
{
|
||||||
float2 coord = IN.txcoord.xy;
|
float2 coord = IN.txcoord.xy;
|
||||||
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
|
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
|
||||||
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
|
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
|
||||||
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
|
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
|
||||||
if ( dfcdebug ) return dfc;
|
if ( dfcdebug ) return dfc;
|
||||||
float bresl = (fixed.x>0)?fixed.x:ScreenSize.x;
|
float2 bresl;
|
||||||
float bof = (1.0/bresl)*dofbradius;
|
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||||
float4 res = float4(0,0,0,0);
|
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
|
float2 bof = 1.0/bresl;
|
||||||
int i;
|
float4 res = TextureColor.Sample(Sampler1,coord);
|
||||||
float isd, sd, ds, sw, tw = 0;
|
/*
|
||||||
isd = dfc;
|
Skip blurring areas that are perfectly in focus. The performance
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
gain is negligible in most cases, though.
|
||||||
|
*/
|
||||||
|
if ( dfc <= dofminblur ) return res;
|
||||||
|
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||||
|
float sr = dofpradius*dfc;
|
||||||
|
float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01));
|
||||||
|
res *= w;
|
||||||
|
float tw = w;
|
||||||
|
float2 bsz = bof*sr;
|
||||||
|
float4 pc;
|
||||||
|
float sc, ds;
|
||||||
|
[unroll] for ( int i=0; i<32; i++ )
|
||||||
{
|
{
|
||||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(i,0)
|
pc = float4(TextureColor.SampleLevel(Sampler1,coord
|
||||||
*bof*dfc,0).x;
|
+poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r,
|
||||||
ds = abs(isd-sd)*dofbfact+0.5;
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
sw = 1.0/(ds+1.0);
|
+poisson32[i]*bsz,dfc*4.0).g,
|
||||||
sw *= gauss8[abs(i)];
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
tw += sw;
|
+poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b,
|
||||||
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(i,0)
|
TextureColor.SampleLevel(Sampler1,coord
|
||||||
*bof*dfc,0);
|
+poisson32[i]*bsz,dfc*4.0).a);
|
||||||
|
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
||||||
|
0).x;
|
||||||
|
sc = abs(pc.a*dofpradius);
|
||||||
|
if ( sr < 0.0 ) sc = max(abs(sr),sc);
|
||||||
|
w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01);
|
||||||
|
w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz)
|
||||||
|
*abs(sr)));
|
||||||
|
w *= (ds>dep)?1.0:sc;
|
||||||
|
res += pc*w;
|
||||||
|
tw += w;
|
||||||
}
|
}
|
||||||
res /= tw;
|
res /= tw;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
float4 PS_DoFBorkehB( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
{
|
{
|
||||||
float2 coord = IN.txcoord.xy;
|
float2 coord = IN.txcoord.xy;
|
||||||
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
|
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
|
||||||
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
|
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
|
||||||
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
|
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
|
||||||
if ( dfcdebug ) return dfc;
|
if ( dfcdebug ) return dfc;
|
||||||
float bresl = (fixed.y>0)?fixed.y:(ScreenSize.x*ScreenSize.w);
|
float2 bresl;
|
||||||
float bof = (1.0/bresl)*dofbradius;
|
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||||
float4 res = float4(0,0,0,0);
|
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
|
float2 bof = 1.0/bresl;
|
||||||
int i;
|
float2 ofs[16] =
|
||||||
float isd, sd, ds, sw, tw = 0;
|
|
||||||
isd = dfc;
|
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
{
|
||||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(0,i)
|
float2(1.0,1.0), float2(-1.0,-1.0),
|
||||||
*bof*dfc,0).x;
|
float2(-1.0,1.0), float2(1.0,-1.0),
|
||||||
ds = abs(isd-sd)*dofbfact+0.5;
|
|
||||||
sw = 1.0/(ds+1.0);
|
float2(1.0,0.0), float2(-1.0,0.0),
|
||||||
sw *= gauss8[abs(i)];
|
float2(0.0,1.0), float2(0.0,-1.0),
|
||||||
tw += sw;
|
|
||||||
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(0,i)
|
float2(1.41,0.0), float2(-1.41,0.0),
|
||||||
*bof*dfc,0);
|
float2(0.0,1.41), float2(0.0,-1.41),
|
||||||
}
|
|
||||||
res /= tw;
|
float2(1.41,1.41), float2(-1.41,-1.41),
|
||||||
|
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||||
|
};
|
||||||
|
float4 res = TextureColor.Sample(Sampler1,coord);
|
||||||
|
int i;
|
||||||
|
[unroll] for ( i=0; i<16; i++ )
|
||||||
|
res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc);
|
||||||
|
res /= 17.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1549,88 +1520,7 @@ technique11 Focus
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
technique11 PrepassNB <string UIName="MariENB Bilateral Blur DoF";>
|
technique11 Prepass <string UIName="MariENB";>
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB1
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB2 <string RenderTarget="RenderTargetR16F";>
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB3 <string RenderTarget="RenderTargetR32F";>
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB4
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB5
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_Edge()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB6
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB7
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurH()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB8
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurV()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique11 PrepassNB9
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
technique11 Prepass <string UIName="MariENB Gather Blur DoF";>
|
|
||||||
{
|
{
|
||||||
pass p0
|
pass p0
|
||||||
{
|
{
|
||||||
|
|
@ -1702,3 +1592,85 @@ technique11 Prepass8
|
||||||
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
|
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
technique11 PrepassB <string UIName="MariENB (WIP Bokeh)";>
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB1
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB2 <string RenderTarget="RenderTargetR16F";>
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB3 <string RenderTarget="RenderTargetR32F";>
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB4
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB5
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_Edge()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB6
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB7
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB8
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkehB()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique11 PrepassB9
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||||
|
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,18 +1,18 @@
|
||||||
[ENBDEPTHOFFIELD.FX]
|
[ENBDEPTHOFFIELD.FX]
|
||||||
TECHNIQUE=2
|
TECHNIQUE=1
|
||||||
Fixed Resolution Width=1920
|
Fixed Resolution Width=1920
|
||||||
Fixed Resolution Height=1080
|
Fixed Resolution Height=1080
|
||||||
Depth Cutoff=999998.0
|
Depth Cutoff=999998.0
|
||||||
Near Z=0.05
|
Near Z=0.05
|
||||||
Far Z=3098.0
|
Far Z=3098.0
|
||||||
Distortion Chromatic Aberration=27.4
|
Distortion Chromatic Aberration=9.5
|
||||||
Enable Underwater=false
|
Enable Underwater=false
|
||||||
Underwater Frequency=2.36, 3.39, 2.72
|
Underwater Frequency=2.36, 3.39, 2.72
|
||||||
Underwater Speed=24.3, 21.9, 26.5
|
Underwater Speed=24.3, 21.9, 26.5
|
||||||
Underwater Amplitude=0.1, 0.11, 0.07
|
Underwater Amplitude=0.1, 0.11, 0.07
|
||||||
Underwater Zoom=0.15
|
Underwater Zoom=0.15
|
||||||
Always Underwater=false
|
Always Underwater=false
|
||||||
Enable Hot Air Refraction=true
|
Enable Hot Air Refraction=false
|
||||||
Heat Texture Size=6.4
|
Heat Texture Size=6.4
|
||||||
Heat Speed=0.45
|
Heat Speed=0.45
|
||||||
Heat Fade Contrast=235.0
|
Heat Fade Contrast=235.0
|
||||||
|
|
@ -22,15 +22,15 @@ Heat Intensity=0.6
|
||||||
Heat Contrast=0.95
|
Heat Contrast=0.95
|
||||||
Heat Time-of-day Contrast=0.5
|
Heat Time-of-day Contrast=0.5
|
||||||
Heat Always Enable=true
|
Heat Always Enable=true
|
||||||
Enable Screen Frost=false
|
Enable Screen Frost=true
|
||||||
Frost Contrast=1.1
|
Frost Contrast=1.26
|
||||||
Frost Strength=0.05
|
Frost Strength=0.03
|
||||||
Frost Radial Contrast=0.8
|
Frost Radial Contrast=1.69
|
||||||
Frost Radial Intensity=1.2
|
Frost Radial Intensity=0.83
|
||||||
Frost Radial Offset=-0.9
|
Frost Radial Offset=-0.67
|
||||||
Frost Texture Blend=3.72
|
Frost Texture Blend=0.97
|
||||||
Frost Texture Blend Contrast=4.52
|
Frost Texture Blend Contrast=2.42
|
||||||
Frost Texture Size=1.0
|
Frost Texture Size=0.8
|
||||||
Frost Indoor Factor=0.0
|
Frost Indoor Factor=0.0
|
||||||
Frost Night Factor=0.0
|
Frost Night Factor=0.0
|
||||||
Frost Always Enable=true
|
Frost Always Enable=true
|
||||||
|
|
@ -40,9 +40,9 @@ Enable Manual Focus=false
|
||||||
Manual Focus Depth=0.8
|
Manual Focus Depth=0.8
|
||||||
Focus Point Center=0.5, 0.48, 0
|
Focus Point Center=0.5, 0.48, 0
|
||||||
Focus Triangle Angle=0.5
|
Focus Triangle Angle=0.5
|
||||||
Focus Triangle Radius Night=7.0
|
Focus Triangle Radius Night=9.0
|
||||||
Focus Triangle Radius Day=12.0
|
Focus Triangle Radius Day=12.0
|
||||||
Focus Triangle Radius Interior=9.0
|
Focus Triangle Radius Interior=10.5
|
||||||
Focus Triangle Blending Night=0.6
|
Focus Triangle Blending Night=0.6
|
||||||
Focus Triangle Blending Day=0.7
|
Focus Triangle Blending Day=0.7
|
||||||
Focus Triangle Blending Interior=0.6
|
Focus Triangle Blending Interior=0.6
|
||||||
|
|
@ -70,19 +70,19 @@ DOF Fixed Focus Shift Interior=-0.01
|
||||||
DOF Fixed Focus Blend Night=1.0
|
DOF Fixed Focus Blend Night=1.0
|
||||||
DOF Fixed Focus Blend Day=1.0
|
DOF Fixed Focus Blend Day=1.0
|
||||||
DOF Fixed Focus Blend Interior=1.0
|
DOF Fixed Focus Blend Interior=1.0
|
||||||
DOF Fixed Unfocus Intensity Night=1.5
|
DOF Fixed Unfocus Intensity Night=1.2
|
||||||
DOF Fixed Unfocus Intensity Day=1.6
|
DOF Fixed Unfocus Intensity Day=1.4
|
||||||
DOF Fixed Unfocus Intensity Interior=1.5
|
DOF Fixed Unfocus Intensity Interior=1.3
|
||||||
DOF Fixed Unfocus Contrast Night=480.0
|
DOF Fixed Unfocus Contrast Night=125.0
|
||||||
DOF Fixed Unfocus Contrast Day=450.0
|
DOF Fixed Unfocus Contrast Day=220.0
|
||||||
DOF Fixed Unfocus Contrast Interior=350.0
|
DOF Fixed Unfocus Contrast Interior=165.0
|
||||||
DOF Fixed Unfocus Shift Night=-1.1
|
DOF Fixed Unfocus Shift Night=-0.6
|
||||||
DOF Fixed Unfocus Shift Day=-1.25
|
DOF Fixed Unfocus Shift Day=-0.9
|
||||||
DOF Fixed Unfocus Shift Interior=-1.0
|
DOF Fixed Unfocus Shift Interior=-0.75
|
||||||
DOF Fixed Unfocus Blend Night=1.0
|
DOF Fixed Unfocus Blend Night=1.0
|
||||||
DOF Fixed Unfocus Blend Day=1.0
|
DOF Fixed Unfocus Blend Day=1.0
|
||||||
DOF Fixed Unfocus Blend Interior=1.0
|
DOF Fixed Unfocus Blend Interior=1.0
|
||||||
DOF Fixed Use Cutoff=true
|
DOF Fixed Use Cutoff=false
|
||||||
Disable DOF=false
|
Disable DOF=false
|
||||||
DOF Gather Blur Radius=8.0
|
DOF Gather Blur Radius=8.0
|
||||||
Debug Depth=false
|
Debug Depth=false
|
||||||
|
|
@ -97,8 +97,8 @@ Edgevision Fade Intensity Interior=600.0
|
||||||
Edgevision Contrast=0.25
|
Edgevision Contrast=0.25
|
||||||
Edgevision Intensity=1.0
|
Edgevision Intensity=1.0
|
||||||
Edgevision Radius=1.0
|
Edgevision Radius=1.0
|
||||||
Enable SSAO=true
|
Enable SSAO=false
|
||||||
SSAO Radius=0.15
|
SSAO Radius=0.05
|
||||||
SSAO Noise=0
|
SSAO Noise=0
|
||||||
SSAO Fade Contrast Night=0.9
|
SSAO Fade Contrast Night=0.9
|
||||||
SSAO Fade Contrast Day=0.8
|
SSAO Fade Contrast Day=0.8
|
||||||
|
|
@ -106,8 +106,8 @@ SSAO Fade Contrast Interior=0.85
|
||||||
SSAO Fade Intensity Night=10.5
|
SSAO Fade Intensity Night=10.5
|
||||||
SSAO Fade Intensity Day=12.5
|
SSAO Fade Intensity Day=12.5
|
||||||
SSAO Fade Intensity Interior=11.5
|
SSAO Fade Intensity Interior=11.5
|
||||||
SSAO Intensity=1.2
|
SSAO Intensity=3.0
|
||||||
SSAO Contrast=0.65
|
SSAO Contrast=1.5
|
||||||
SSAO Blending=0.8
|
SSAO Blending=0.8
|
||||||
SSAO Blur=true
|
SSAO Blur=true
|
||||||
SSAO Bilateral Factor=1500.0
|
SSAO Bilateral Factor=1500.0
|
||||||
|
|
@ -168,19 +168,25 @@ SSAO Fade Intensity Interior Day=11.5
|
||||||
Fixed ResolutionX=1920
|
Fixed ResolutionX=1920
|
||||||
Fixed ResolutionY=1080
|
Fixed ResolutionY=1080
|
||||||
DOF Minimum Blur=0.01
|
DOF Minimum Blur=0.01
|
||||||
Heat Factor Dawn=0.15
|
Heat Factor Dawn=0.32
|
||||||
Heat Factor Sunrise=0.59
|
Heat Factor Sunrise=0.83
|
||||||
Heat Factor Day=0.89
|
Heat Factor Day=1.06
|
||||||
Heat Factor Sunset=0.67
|
Heat Factor Sunset=0.85
|
||||||
Heat Factor Dusk=0.13
|
Heat Factor Dusk=0.38
|
||||||
Heat Factor Night=0.0
|
Heat Factor Night=0.0
|
||||||
Heat Factor Interior=0.0
|
Heat Factor Interior=0.0
|
||||||
Frost Factor Dawn=0.0
|
Frost Factor Dawn=0.93
|
||||||
Frost Factor Sunrise=0.0
|
Frost Factor Sunrise=0.74
|
||||||
Frost Factor Day=0.0
|
Frost Factor Day=0.62
|
||||||
Frost Factor Sunset=0.0
|
Frost Factor Sunset=0.77
|
||||||
Frost Factor Dusk=0.0
|
Frost Factor Dusk=0.94
|
||||||
Frost Factor Night=1.0
|
Frost Factor Night=1.16
|
||||||
Frost Factor Interior=0.0
|
Frost Factor Interior=0.27
|
||||||
DOF Bilateral Factor=20.0
|
DOF Bilateral Factor=20.0
|
||||||
DOF Bilateral Radius=1.0
|
DOF Bilateral Radius=1.0
|
||||||
|
DOF Blur Radius=6.0
|
||||||
|
DOF Blur Chromatic Aberration=1.5
|
||||||
|
Focus Plane Horizontal Tilt Center=0.5
|
||||||
|
Focus Plane Vertical Tilt Center=0.5
|
||||||
|
Focus Plane Horizontal Tilt=0.0
|
||||||
|
Focus Plane Vertical Tilt=0.0
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
enbeffect.fx : MariENB3 base shader.
|
enbeffect.fx : MariENB3 base shader.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
|
@ -348,7 +348,8 @@ bool colorizeafterhsv
|
||||||
<
|
<
|
||||||
string UIName = "Colorize After HSV";
|
string UIName = "Colorize After HSV";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};/* LUT grading */
|
> = {true};
|
||||||
|
/* LUT grading */
|
||||||
string str_lut = "RGB Lookup Table Grading";
|
string str_lut = "RGB Lookup Table Grading";
|
||||||
bool lutenable
|
bool lutenable
|
||||||
<
|
<
|
||||||
|
|
@ -379,6 +380,20 @@ int clut
|
||||||
int UIMax = 63;
|
int UIMax = 63;
|
||||||
> = {1};
|
> = {1};
|
||||||
#endif
|
#endif
|
||||||
|
/* technicolor shader */
|
||||||
|
string str_tech = "Technicolor";
|
||||||
|
bool techenable
|
||||||
|
<
|
||||||
|
string UIName = "Enable Technicolor";
|
||||||
|
string UIWidget = "Checkbox";
|
||||||
|
> = {false};
|
||||||
|
float techblend
|
||||||
|
<
|
||||||
|
string UIName = "Technicolor Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
float UIMax = 1.0;
|
||||||
|
> = {1.0};
|
||||||
string str_dither = "Dithering";
|
string str_dither = "Dithering";
|
||||||
bool dodither
|
bool dodither
|
||||||
<
|
<
|
||||||
|
|
@ -458,7 +473,11 @@ float EInteriorFactor;
|
||||||
float4 TimeOfDay1;
|
float4 TimeOfDay1;
|
||||||
float4 TimeOfDay2;
|
float4 TimeOfDay2;
|
||||||
|
|
||||||
|
#ifdef SKYRIMSE
|
||||||
|
float4 Params01[7];
|
||||||
|
#else
|
||||||
float4 Params01[6];
|
float4 Params01[6];
|
||||||
|
#endif
|
||||||
float4 ENBParams01;
|
float4 ENBParams01;
|
||||||
Texture2D TextureColor;
|
Texture2D TextureColor;
|
||||||
Texture2D TextureBloom;
|
Texture2D TextureBloom;
|
||||||
|
|
@ -645,6 +664,16 @@ float3 GradingLUT( float3 res )
|
||||||
float lutblend = tod_ind(lutblend);
|
float lutblend = tod_ind(lutblend);
|
||||||
return lerp(res,tcol,lutblend);
|
return lerp(res,tcol,lutblend);
|
||||||
}
|
}
|
||||||
|
/* I think this Technicolor implementation is correct... maybe */
|
||||||
|
float3 Technicolor( float3 res )
|
||||||
|
{
|
||||||
|
res = clamp(res,0.0,1.0);
|
||||||
|
float red = 1.0-(res.r-(res.g+res.b)*0.5);
|
||||||
|
float green = 1.0-(res.g-(res.r+res.b)*0.5);
|
||||||
|
float blue = 1.0-(res.b-(res.r+res.g)*0.5);
|
||||||
|
float3 tint = float3(green*blue,red*blue,red*green)*res;
|
||||||
|
return lerp(res,res+0.5*(tint-res),techblend);
|
||||||
|
}
|
||||||
/* post-pass dithering, something apparently only my ENB does */
|
/* post-pass dithering, something apparently only my ENB does */
|
||||||
float3 Dither( float3 res, float2 coord )
|
float3 Dither( float3 res, float2 coord )
|
||||||
{
|
{
|
||||||
|
|
@ -716,7 +745,24 @@ float3 FilmGrain( float3 res, float2 coord )
|
||||||
|
|
||||||
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
{
|
{
|
||||||
|
float2 coord = IN.txcoord0.xy;
|
||||||
float4 res;
|
float4 res;
|
||||||
|
#ifdef SKYRIMSE
|
||||||
|
res = TextureColor.Sample(Sampler0,coord)
|
||||||
|
+TextureBloom.Sample(Sampler1,coord)*ENBParams01.x;
|
||||||
|
/* Luckily I could sort of interpret some of the vanilla grading */
|
||||||
|
float val = luminance(res.rgb);
|
||||||
|
float adapt = TextureAdaptation.Sample(Sampler1,coord).x;
|
||||||
|
float4 tint;
|
||||||
|
res -= val;
|
||||||
|
res = Params01[3].x*res+val;
|
||||||
|
tint = Params01[4]*val-res;
|
||||||
|
res = Params01[4].w*tint+res;
|
||||||
|
res = Params01[3].w*res-adapt;
|
||||||
|
res = Params01[3].z*res+adapt;
|
||||||
|
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,coord)
|
||||||
|
*ENBParams01.x;
|
||||||
|
#else
|
||||||
float4 color;
|
float4 color;
|
||||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||||
float4 r0, r1, r2, r3;
|
float4 r0, r1, r2, r3;
|
||||||
|
|
@ -754,10 +800,10 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
color.xyz = pow(color.xyz,1.0/2.2);
|
color.xyz = pow(color.xyz,1.0/2.2);
|
||||||
res.xyz = max(0,color.xyz);
|
res.xyz = max(0,color.xyz);
|
||||||
res.w = 1.0;
|
res.w = 1.0;
|
||||||
/* Insert MariENB filters here */
|
|
||||||
float2 coord = IN.txcoord0.xy;
|
|
||||||
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,Params01[4].zw
|
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,Params01[4].zw
|
||||||
*coord)*ENBParams01.x;
|
*coord)*ENBParams01.x;
|
||||||
|
#endif
|
||||||
|
/* Insert MariENB filters here */
|
||||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||||
if ( colorizeafterhsv )
|
if ( colorizeafterhsv )
|
||||||
|
|
@ -771,6 +817,7 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||||
}
|
}
|
||||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||||
|
if ( techenable ) res.rgb = Technicolor(res.rgb);
|
||||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||||
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
|
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
|
||||||
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
||||||
|
|
@ -785,6 +832,57 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
|
||||||
float4 color;
|
float4 color;
|
||||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||||
float4 r0, r1, r2, r3;
|
float4 r0, r1, r2, r3;
|
||||||
|
#ifdef SKYRIMSE
|
||||||
|
/*
|
||||||
|
You won't believe how HARD Boris has mangled this code.
|
||||||
|
After fixing the horrid code style and the unnecessary scientific
|
||||||
|
notation on floats, it's still unreadable.
|
||||||
|
It's also completely broken and results in a black screen.
|
||||||
|
*/
|
||||||
|
float2 scaleduv=Params01[6].xy*IN.txcoord0.xy;
|
||||||
|
scaleduv = max(scaleduv, 0.0);
|
||||||
|
scaleduv = min(scaleduv, Params01[6].zy);
|
||||||
|
r1.xy = scaleduv;
|
||||||
|
r0.xyz = color.xyz;
|
||||||
|
if ( Params01[0].x > 0.5 ) r1.xy = IN.txcoord0.xy;
|
||||||
|
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
||||||
|
r2.xy = TextureAdaptation.Sample(Sampler1,IN.txcoord0.xy).xy;
|
||||||
|
r0.w = dot(float3(0.2125,0.7154,0.0721),r0.xyz);
|
||||||
|
r0.w = max(r0.w,0.00001);
|
||||||
|
r1.w = r2.y/r2.x;
|
||||||
|
r2.y = r0.w*r1.w;
|
||||||
|
if ( Params01[2].z >= 0.5 ) r2.z = 0xffffffff;
|
||||||
|
else r2.z = 0;
|
||||||
|
r3.xy = r1.w*r0.w+float2(-0.004,1.0);
|
||||||
|
r1.w = max(r3.x, 0.0);
|
||||||
|
r3.xz = r1.w*6.2+float2(0.5,1.7);
|
||||||
|
r2.w = r1.w*r3.x;
|
||||||
|
r1.w = r1.w*r3.z+0.06;
|
||||||
|
r1.w = r2.w/r1.w;
|
||||||
|
r1.w = pow(r1.w,2.2);
|
||||||
|
r1.w = r1.w*Params01[2].y;
|
||||||
|
r2.w = r2.y*Params01[2].y+1.0;
|
||||||
|
r2.y = r2.w*r2.y;
|
||||||
|
r2.y = r2.y/r3.y;
|
||||||
|
if (r2.z == 0) r1.w = r2.y;
|
||||||
|
else r1.w = r1.w;
|
||||||
|
r0.w = r1.w/r0.w;
|
||||||
|
r1.w = saturate(Params01[2].x-r1.w);
|
||||||
|
r1.xyz = r1*r1.w;
|
||||||
|
r0.xyz = r0*r0.w+r1;
|
||||||
|
r1.x = dot(r0.xyz,float3(0.2125,0.7154,0.0721));
|
||||||
|
r0.w = 1.0;
|
||||||
|
r0 = r0-r1.x;
|
||||||
|
r0 = Params01[3].x*r0+r1.x;
|
||||||
|
r1 = Params01[4]*r1.x-r0;
|
||||||
|
r0 = Params01[4].w*r1+r0;
|
||||||
|
r0 = Params01[3].w*r0-r2.x;
|
||||||
|
r0 = Params01[3].z*r0+r2.x;
|
||||||
|
r0.xyz = saturate(r0);
|
||||||
|
r1.xyz = pow(r1.xyz,Params01[6].w);
|
||||||
|
r1 = Params01[5]-r0;
|
||||||
|
res = Params01[5].w*r1+r0;
|
||||||
|
#else
|
||||||
r0.xyz = color.xyz;
|
r0.xyz = color.xyz;
|
||||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
||||||
|
|
@ -816,6 +914,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
|
||||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||||
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||||
res.xyz = pow(max(0,res.xyz),1.0/2.2);
|
res.xyz = pow(max(0,res.xyz),1.0/2.2);
|
||||||
|
#endif
|
||||||
res.w = 1.0;
|
res.w = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,71 +1,71 @@
|
||||||
[ENBEFFECT.FX]
|
[ENBEFFECT.FX]
|
||||||
TECHNIQUE=1
|
TECHNIQUE=1
|
||||||
Enable Grain=true
|
Enable Grain=false
|
||||||
Grain Speed=2500.0
|
Grain Speed=2500.0
|
||||||
Grain Intensity=0.03
|
Grain Intensity=0.03
|
||||||
Grain Saturation=-0.23
|
Grain Saturation=-0.23
|
||||||
Grain Two-Pass=true
|
Grain Two-Pass=true
|
||||||
Grain Blending Mode=3
|
Grain Blending Mode=3
|
||||||
Grain Dark Mask Contrast=2.43
|
Grain Dark Mask Contrast=0.74
|
||||||
Grain Two-Pass Factor=0.04
|
Grain Two-Pass Factor=0.04
|
||||||
Grain Magnification=13.3, 19.6, 17.4
|
Grain Magnification=13.3, 19.6, 17.4
|
||||||
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
||||||
Grain Pass 2 Magnification=4.25, 0.42, 6.29
|
Grain Pass 2 Magnification=4.25, 0.42, 6.29
|
||||||
Grain Contrast=4.73
|
Grain Contrast=3.54
|
||||||
Enable Tonemapping=true
|
Enable Tonemapping=true
|
||||||
Tonemap Shoulder Strength Night=1.12
|
Tonemap Shoulder Strength Night=0.83
|
||||||
Tonemap Shoulder Strength Day=1.22
|
Tonemap Shoulder Strength Day=0.94
|
||||||
Tonemap Shoulder Strength Interior=1.22
|
Tonemap Shoulder Strength Interior=0.88
|
||||||
Tonemap Linear Strength Night=0.67
|
Tonemap Linear Strength Night=0.59
|
||||||
Tonemap Linear Strength Day=0.87
|
Tonemap Linear Strength Day=0.46
|
||||||
Tonemap Linear Strength Interior=0.64
|
Tonemap Linear Strength Interior=0.51
|
||||||
Tonemap Linear Angle Night=0.85
|
Tonemap Linear Angle Night=0.25
|
||||||
Tonemap Linear Angle Day=0.73
|
Tonemap Linear Angle Day=0.41
|
||||||
Tonemap Linear Angle Interior=0.87
|
Tonemap Linear Angle Interior=0.35
|
||||||
Tonemap Toe Strength Night=0.93
|
Tonemap Toe Strength Night=2.46
|
||||||
Tonemap Toe Strength Day=0.81
|
Tonemap Toe Strength Day=2.59
|
||||||
Tonemap Toe Strength Interior=0.83
|
Tonemap Toe Strength Interior=2.54
|
||||||
Tonemap Toe Numerator Night=3.74
|
Tonemap Toe Numerator Night=3.74
|
||||||
Tonemap Toe Numerator Day=3.93
|
Tonemap Toe Numerator Day=3.92
|
||||||
Tonemap Toe Numerator Interior=3.56
|
Tonemap Toe Numerator Interior=3.52
|
||||||
Tonemap Toe Denominator Night=1.33
|
Tonemap Toe Denominator Night=1.51
|
||||||
Tonemap Toe Denominator Day=1.14
|
Tonemap Toe Denominator Day=1.41
|
||||||
Tonemap Toe Denominator Interior=1.25
|
Tonemap Toe Denominator Interior=1.49
|
||||||
Tonemap Linear White Night=1.28
|
Tonemap Linear White Night=1.15
|
||||||
Tonemap Linear White Day=1.39
|
Tonemap Linear White Day=1.2
|
||||||
Tonemap Linear White Interior=1.32
|
Tonemap Linear White Interior=1.17
|
||||||
Enable RGB Grading=true
|
Enable RGB Grading=true
|
||||||
Grading Intensity Night=1.04, 1.08, 1.07
|
Grading Intensity Night=0.97, 1.01, 1
|
||||||
Grading Intensity Day=1.06, 1.01, 1.06
|
Grading Intensity Day=0.97, 1.01, 1
|
||||||
Grading Intensity Interior=1.06, 1.02, 1.05
|
Grading Intensity Interior=1.02, 0.98, 1.01
|
||||||
Grading Contrast Night=0.97, 0.94, 0.95
|
Grading Contrast Night=0.97, 0.94, 0.95
|
||||||
Grading Contrast Day=0.96, 0.97, 0.93
|
Grading Contrast Day=0.97, 1.02, 0.91
|
||||||
Grading Contrast Interior=0.95, 0.99, 0.96
|
Grading Contrast Interior=0.95, 0.99, 0.96
|
||||||
Enable Vibrance Grading=true
|
Enable Vibrance Grading=true
|
||||||
Grading Color Night=-0.34, -0.6, -0.94
|
Grading Color Night=-0.34, -0.6, -0.94
|
||||||
Grading Color Day=-0.28, -0.19, -0.82
|
Grading Color Day=0.23, 0.24, -0.92
|
||||||
Grading Color Interior=-0.39, -0.63, -0.37
|
Grading Color Interior=-0.76, -0.4, -0.4
|
||||||
Grading Color Factor Night=-0.14
|
Grading Color Factor Night=-0.2
|
||||||
Grading Color Factor Day=-0.12
|
Grading Color Factor Day=-0.14
|
||||||
Grading Color Factor Interior=-0.15
|
Grading Color Factor Interior=-0.17
|
||||||
Enable HSV Grading=true
|
Enable HSV Grading=true
|
||||||
Grading Saturation Intensity Night=1.42
|
Grading Saturation Intensity Night=1.13
|
||||||
Grading Saturation Intensity Day=1.51
|
Grading Saturation Intensity Day=1.1
|
||||||
Grading Saturation Intensity Interior=1.39
|
Grading Saturation Intensity Interior=1.11
|
||||||
Grading Saturation Contrast Night=1.21
|
Grading Saturation Contrast Night=1.13
|
||||||
Grading Saturation Contrast Day=1.07
|
Grading Saturation Contrast Day=1.06
|
||||||
Grading Saturation Contrast Interior=1.25
|
Grading Saturation Contrast Interior=1.03
|
||||||
Grading Value Intensity Night=1.03
|
Grading Value Intensity Night=1.03
|
||||||
Grading Value Intensity Day=1.11
|
Grading Value Intensity Day=1.04
|
||||||
Grading Value Intensity Interior=1.08
|
Grading Value Intensity Interior=1.08
|
||||||
Grading Value Contrast Night=1.67
|
Grading Value Contrast Night=1.24
|
||||||
Grading Value Contrast Day=1.48
|
Grading Value Contrast Day=1.25
|
||||||
Grading Value Contrast Interior=1.62
|
Grading Value Contrast Interior=1.26
|
||||||
Colorize After HSV=true
|
Colorize After HSV=true
|
||||||
Enable LUT Grading=true
|
Enable LUT Grading=true
|
||||||
LUT Blend Night=0.26
|
LUT Blend Night=0.16
|
||||||
LUT Blend Day=0.53
|
LUT Blend Day=0.33
|
||||||
LUT Blend Interior=0.38
|
LUT Blend Interior=0.24
|
||||||
Enable Post Dither=false
|
Enable Post Dither=false
|
||||||
Dither Pattern=4
|
Dither Pattern=4
|
||||||
Display Bloom=false
|
Display Bloom=false
|
||||||
|
|
@ -141,3 +141,5 @@ Grading Value Contrast Interior Day=1.62
|
||||||
LUT Blend Interior Night=0.39
|
LUT Blend Interior Night=0.39
|
||||||
LUT Blend Interior Day=0.45
|
LUT Blend Interior Day=0.45
|
||||||
Display Adaptation=false
|
Display Adaptation=false
|
||||||
|
Enable Technicolor=true
|
||||||
|
Technicolor Blend=1.0
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
enbeffectpostpass.fx : MariENB3 extra shader.
|
enbeffectpostpass.fx : MariENB3 extra shader.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
|
|
||||||
|
|
@ -27,11 +27,11 @@ Curve Chromatic Aberration=0.7
|
||||||
Curve Zooming=50.200008
|
Curve Zooming=50.200008
|
||||||
Curve Distortion=0.0
|
Curve Distortion=0.0
|
||||||
Curve Sampling Soften=0.0
|
Curve Sampling Soften=0.0
|
||||||
Enable Blur=true
|
Enable Blur=false
|
||||||
Blur Sampling Range=0.15
|
Blur Sampling Range=0.15
|
||||||
Enable Sharp=true
|
Enable Sharp=false
|
||||||
Sharp Sampling Range=0.35
|
Sharp Sampling Range=0.35
|
||||||
Sharpening Amount=2.0
|
Sharpening Amount=3.0
|
||||||
Enable Shift=false
|
Enable Shift=false
|
||||||
Shift Sampling Range=0.6
|
Shift Sampling Range=0.6
|
||||||
Luma Sharpen Enable=true
|
Luma Sharpen Enable=true
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,11 @@
|
||||||
/*
|
/*
|
||||||
menbglobaldefs.fx : MariENB3 global shared code.
|
menbglobaldefs.fx : MariENB3 global shared code.
|
||||||
(C)2016 Marisa Kirisame, UnSX Team.
|
(C)2016-2017 Marisa Kirisame, UnSX Team.
|
||||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
|
/* are we running on skyrim special edition or on fallout 4? */
|
||||||
|
//#define SKYRIMSE
|
||||||
/* time of day and interior interpolation */
|
/* time of day and interior interpolation */
|
||||||
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
||||||
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
||||||
|
|
|
||||||
|
|
@ -88,11 +88,3 @@ DLCCoast
|
||||||
56378 FXWthrWindowNoGlow01 .
|
56378 FXWthrWindowNoGlow01 .
|
||||||
56638 DLC03_ClearWeatherFastBackup WARM
|
56638 DLC03_ClearWeatherFastBackup WARM
|
||||||
5D0C4 dlc03_radmistweatherFast COLD
|
5D0C4 dlc03_radmistweatherFast COLD
|
||||||
|
|
||||||
TrueStormsFO4
|
|
||||||
|
|
||||||
859 TrueStormsRadStormRainHeavy COLD
|
|
||||||
85A TrueStormsRadStormRainLight COLD
|
|
||||||
862 TrueStormsRainLight COLD
|
|
||||||
864 TrueStormsMistyRainyLight COLD
|
|
||||||
865 TrueStormsFoggyLight COLD
|
|
||||||
Reference in a new issue